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osu-lazer/osu.Game/Screens/Play/GameplayMenuOverlay.cs
Seokho Song 6fbd06f967 Fix Not update retry counter on PauseOverlay
I've find "You've retried xx time(s)" message that something weird.
That is not displayed pause overlay and only see count on FailOverlay
I change code that PauseContainer.Retries property can be set call-back function.

Signed-off-by: Seokho Song <0xdevssh@gmail.com>
2017-12-21 20:40:31 +09:00

273 lines
9.9 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Game.Graphics.Sprites;
using OpenTK;
using OpenTK.Graphics;
using osu.Game.Graphics;
using osu.Framework.Allocation;
using osu.Game.Graphics.UserInterface;
using osu.Framework.Graphics.Shapes;
using OpenTK.Input;
using System.Collections.Generic;
namespace osu.Game.Screens.Play
{
public abstract class GameplayMenuOverlay : OverlayContainer, IRequireHighFrequencyMousePosition
{
private const int transition_duration = 200;
private const int button_height = 70;
private const float background_alpha = 0.75f;
protected override bool BlockPassThroughKeyboard => true;
public Action OnRetry;
public Action OnQuit;
public abstract string Header { get; }
public abstract string Description { get; }
protected internal FillFlowContainer<DialogButton> InternalButtons;
public IReadOnlyList<DialogButton> Buttons => InternalButtons;
private FillFlowContainer retryCounterContainer;
protected GameplayMenuOverlay()
{
RelativeSizeAxes = Axes.Both;
StateChanged += s => selectionIndex = -1;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black,
Alpha = background_alpha,
},
new FillFlowContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Spacing = new Vector2(0, 50),
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Children = new Drawable[]
{
new FillFlowContainer
{
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Spacing = new Vector2(0, 20),
Children = new Drawable[]
{
new OsuSpriteText
{
Text = Header,
Font = @"Exo2.0-Medium",
Spacing = new Vector2(5, 0),
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
TextSize = 30,
Colour = colours.Yellow,
Shadow = true,
ShadowColour = new Color4(0, 0, 0, 0.25f)
},
new OsuSpriteText
{
Text = Description,
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
Shadow = true,
ShadowColour = new Color4(0, 0, 0, 0.25f)
}
}
},
InternalButtons = new FillFlowContainer<DialogButton>
{
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Masking = true,
EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Shadow,
Colour = Color4.Black.Opacity(0.6f),
Radius = 50
},
},
retryCounterContainer = new FillFlowContainer
{
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
AutoSizeAxes = Axes.Both,
}
}
},
};
updateRetryCount();
}
private int retries;
public int Retries
{
set
{
if (value == retries)
return;
retries = value;
if (retryCounterContainer != null)
updateRetryCount();
}
}
public override bool HandleInput => State == Visibility.Visible;
protected override void PopIn() => this.FadeIn(transition_duration, Easing.In);
protected override void PopOut() => this.FadeOut(transition_duration, Easing.In);
// Don't let mouse down events through the overlay or people can click circles while paused.
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args) => true;
protected override bool OnMouseUp(InputState state, MouseUpEventArgs args) => true;
protected override bool OnMouseMove(InputState state) => true;
protected void AddButton(string text, Color4 colour, Action action)
{
var button = new Button
{
Text = text,
ButtonColour = colour,
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
Height = button_height,
Action = delegate
{
action?.Invoke();
Hide();
}
};
button.Selected.ValueChanged += s => buttonSelectionChanged(button, s);
InternalButtons.Add(button);
}
private int _selectionIndex = -1;
private int selectionIndex
{
get { return _selectionIndex; }
set
{
if (_selectionIndex == value)
return;
// Deselect the previously-selected button
if (_selectionIndex != -1)
InternalButtons[_selectionIndex].Selected.Value = false;
_selectionIndex = value;
// Select the newly-selected button
if (_selectionIndex != -1)
InternalButtons[_selectionIndex].Selected.Value = true;
}
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
if (args.Repeat)
return false;
switch (args.Key)
{
case Key.Up:
if (selectionIndex == -1 || selectionIndex == 0)
selectionIndex = InternalButtons.Count - 1;
else
selectionIndex--;
return true;
case Key.Down:
if (selectionIndex == -1 || selectionIndex == InternalButtons.Count - 1)
selectionIndex = 0;
else
selectionIndex++;
return true;
}
return false;
}
private void buttonSelectionChanged(DialogButton button, bool isSelected)
{
if (!isSelected)
selectionIndex = -1;
else
selectionIndex = InternalButtons.IndexOf(button);
}
private void updateRetryCount()
{
// "You've retried 1,065 times in this session"
// "You've retried 1 time in this session"
retryCounterContainer.Children = new Drawable[]
{
new OsuSpriteText
{
Text = "You've retried ",
Shadow = true,
ShadowColour = new Color4(0, 0, 0, 0.25f),
TextSize = 18
},
new OsuSpriteText
{
Text = $"{retries:n0}",
Font = @"Exo2.0-Bold",
Shadow = true,
ShadowColour = new Color4(0, 0, 0, 0.25f),
TextSize = 18
},
new OsuSpriteText
{
Text = $" time{(retries == 1 ? "" : "s")} in this session",
Shadow = true,
ShadowColour = new Color4(0, 0, 0, 0.25f),
TextSize = 18
}
};
}
private class Button : DialogButton
{
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
if (args.Repeat || args.Key != Key.Enter || !Selected)
return false;
OnClick(state);
return true;
}
}
}
}